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		<title><![CDATA[Latest posts for the thread "Flyers and Frenzy."]]></title>
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		<description><![CDATA[Latest messages posted in the thread "Flyers and Frenzy."]]></description>
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				<title>Flyers and Frenzy.</title>
				<description><![CDATA[ Did a search and checked a few <span class="glossaryitem" onmouseover='gp(36);'>FAQs</span> couldn't find any clarification.<br /> I ran into this today during a game against a <span class="glossaryitem" onmouseover='gp(138);'>VC</span> player using the new rules.<br /> We had a minor disagreement over the maximum distance at which Vargheists must test for frenzy. <br /> <br /> Is the maximum distance a flying charge of 22" or a standard charge of 18"?<br /> <br /> He argued that the flyer rule indicates a flying charge is optional and that frenzy doesn't specify that the unit must use its best possible charge, and I argued that frenzy simply requires that one potentially make a charge, and that his vargheists -could- potentially charge a unit 22" away and as a consequence had to test from that distance. <br /> <br /> Thanks for any help.]]></description>
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				<pubDate><![CDATA[Mon, 23 Jan 2012 04:40:21]]> GMT</pubDate>
				<author><![CDATA[ Ignispacium]]></author>
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				<title>Flyers and Frenzy.</title>
				<description><![CDATA[ Whilst Frenzy does not outright require a unit to make the longest charge available to it, it does specify that if a unit 'could' charge, then it must, and a flier 'can' charge a unit using its flier charge if that unit is in range, therefore it must.]]></description>
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				<pubDate><![CDATA[Mon, 23 Jan 2012 05:02:54]]> GMT</pubDate>
				<author><![CDATA[ Avatar 720]]></author>
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				<title>Flyers and Frenzy.</title>
				<description><![CDATA[ Agreed. "Could" implies the best of all possible situations, and if one of those situations is better than the others, you're forced to choose it.]]></description>
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				<pubDate><![CDATA[Mon, 23 Jan 2012 05:27:03]]> GMT</pubDate>
				<author><![CDATA[ Warpsolution]]></author>
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				<title>Flyers and Frenzy.</title>
				<description><![CDATA[ Frenzy causes the unit to have to charge if one is possible and within charge distance.  As fliers have an actual charge range of up to <span class="glossaryitem" onmouseover='gp(1);'>2D6</span>+10, they can have a charge up to 22"<br /> <br /> Pure the rules of frenzy, they must declare a charge at an enemy unit if they are within 22" although you could always try and restrain and not be forced to charge.]]></description>
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				<pubDate><![CDATA[Mon, 23 Jan 2012 08:08:52]]> GMT</pubDate>
				<author><![CDATA[ Scarecrow456]]></author>
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				<title>Flyers and Frenzy.</title>
				<description><![CDATA[ Excellent. I was pretty sure I was spot on with my interpretation of the rule. <br /> <br /> I was trying to get him to charge into a big unit of slaves and I had inched them just within (what I thought) was range to force a check. <br /> He was out of <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> range and he had failed his check but then re-measured and claimed that it was too far, hence the disagreement.]]></description>
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				<pubDate><![CDATA[Mon, 23 Jan 2012 14:01:15]]> GMT</pubDate>
				<author><![CDATA[ Ignispacium]]></author>
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				<title>Flyers and Frenzy.</title>
				<description><![CDATA[ Which is why experienced players run Vargheists backwards on turn one.<br /> Units of flyers are skirmishers, skirmishers free reform.<br /> <br /> So deploy backwards, and advance making sure you don't face the enemy.  Once in a good spot, then you turn to face the enemy.<br /> <br /> -Matt]]></description>
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				<pubDate><![CDATA[Tue, 24 Jan 2012 06:14:12]]> GMT</pubDate>
				<author><![CDATA[ HawaiiMatt]]></author>
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